Summer 2023 Event/E-6/Sandbox

Sandbox Rules

This sandbox is to be used to construct an event guide for the above-mentioned event map. These guides are to all of the following requirements:

  • An overview of the map, including ship/equipment bonuses, Ship Locks, and special mechanics,
  • List of branching unlocking requirements (if there are multiple requirements, compositions for each path along with the below requirements will be needed to discuss the unlocking requirements in question),
  • A list of working compositions that work: (T=these must have possible alternatives for players who may or may not have all ships needed for a specific path),
    • The Paths said compositions will take (to explain each path the composition will/can take),
    • A summary or description of what kind of obstacles a composition will face.
  • A description of the boss node: what it consists of, and a descriptive guide on what the player should consider for a course of action to successfully win the battle,
  • Optional: Tips/guides to farm certain ships and/or resources (this can also require compositions, paths, and possible descriptions).

Editors are to construct their own version of the guide/part of the guide, and complete it in a timely fashion.

No editor is allowed to edit over other editors' work without the consent of the editor and his approval to do so.

Several versions will be constructed through this page and will be reviewed and approved by the staff/collaboration committee before being moved for the Summer 2023 Event, being reviewed and updated once more before it can be released.

Overall there should be 3 versions of the guide that have to be constructed, including: Preliminary > Polished > Finalized Guides

With each approval of each version of the guide, the said guide will be updated to the main page, and construction of the next version will begin.

All guides outside of the approved version will be removed and work will begin from the approved version to make it better for the next version until the finalized version is made.

Branching Table

E-6 Branching Rules (Start Points) ▼/▲
Nodes Rules
Start
1
  • Single / Striking Force Fleet
  • European Expedition Advance Force   only (Normal / Hard)
2
  • Start Point 3 locked: Combined Fleet
  • After Start Point 3 is unlocked, meet ANY of the following requirements:
    • STF
    • CTF: Amount of (F)BB(V) ≥ 3
    • CTF: Amount of CV(B/L) ≥ 3
  • Tag requirements: (Normal / Hard)
    • 1st Fleet  
    • British Navy Main Force  
3
  • Meet ALL of the following requirements:
  • CTF: Amount of (F)BB(V) ≤ 2
  • CTF: Amount of CV(B/L) ≤ 2
  • TCF: All
  • British D-Day Landing Force   only (Normal / Hard)


E-6 Branching Rules (Start Point 1) ▼/▲
Nodes Rules
1
A
  • Meet ALL of the following requirements:
    • If Slow fleet, then amount of CV(B) ≤ 1
    • Amount of CL ≥ 1
    • Amount of DD ≥ 2
A1
  • Meet ALL of the following requirements:
    • Amount of DD ≥ 3
    • If Slow fleet, then amount of CL ≥ 1
A2
  • Does not meet the requirements to go to A or A1
A
B

Active Branching

C
B
D
  • Does not meet the requirements to go to D or E
E
  • Meet ALL of the following requirements:
    • If Slow fleet, then amount of CV(B) ≤ 1
    • Amount of DD ≥ 2
    • Does not meet the requirements to go to F
F
  • Meet ALL of the following requirements:
    • Amount of CV(B/L) ≤ 1
    • Amount of CL ≥ 1
    • Amount of DD ≥ 3
F
G
  • Fail the LoS check
H
  • Pass the LoS check


E-6 Branching Rules (Start Point 2) ▼/▲
Nodes Rules
I
J
  • Meet ALL of the following requirements:
    • If Slow fleet, then amount of (F)BB(V) + CV(B) ≤ 4
    • If Slow fleet, then amount of CV(B) ≤ 2
    • Amount of CL + DD ≥ 5
    • Amount of DD ≥ 3
J1
J
  • Meet ALL of the following requirements:
    • Amount of SS(V) = 0
    • Amount of CL ≥ 2
    • Amount of DD ≥ 4
J2
  • Does not meet the requirements to go to J
W
  • Routed from L node
J2
J
  • Routed from J1
W
  • Routed from L
K
L

Active Branching

M
L
J1
  • STF
J2
  • CTF
M
N
  • Fail the LoS check
O
  • Pass the LoS check
O
P
  • Does not meet the requirements to go to Q
Q
  • Meet ALL of the following requirements:
    • Amount of (F)BB(V) ≤ 3
    • Amount of CV(B) ≤ 2
    • If slow fleet, then amount of CL ≥ 2


E-6 Branching Rules (Start Point 3) ▼/▲
Nodes Rules
R
S
  • Does not meet the requirements to go to T
T
  • Meet ALL of the following requirements:
    • If slow fleet, then amount of CV(B) ≤ 1
    • If slow fleet, then amount of (F)BB(V) + CV(B) ≤ 2
    • Amount of CL + DD ≥ 5
    • Amount of DD ≥ 3?
U
V
  • Meet ALL of the following requirements:
    • CTF/TCF: Fleet contains AR, AO or Akitsushima Kai
    • CTF: Amount of AO + AR + AS + AV+ LHA ≥ 4
X
  • Does not meet the requirements to go to V
X
V
  • Fleet contains AR, AO or Akitsushima Kai
  • Pass the LoS check
Y
  • Fail the LoS check
Z
  • Pass the LoS check
  • Does not meet the requirements to go to V


Jiga's Guide

Map overview

E6 is a Combined fleet three-phase map consisting of two transport and three boss phases.

  • 3 LBAS are available on this map, only 2 can be set on Sortie, the other being limited to Defense.
  • This map uses 4 locks:
    •   1st Fleet (from on E-4, reused on E-7),
    •   European Expedition Advance Force (from on E-5),
    •   British Fleet Main Force (reused on E-7),
    •   British D-Day Landing Force (reused on E-7).

Phase 0.5 - Unlock the Boss Node

B C2
Hard S x2 A+ x3
Medium A+ x2 A+ x2
Easy A+ x2 A+ x2
Casual A+ x2 A+ x2

  • Refer to #Phase 1 - Boss's fleet for composition and routing.
  • ASW power is required.

Phase 1 - Boss

  • Striking Force Fleet: 1(F)BB(V), 1CV(B/L), 0-1CA(V), 1CL, 3-4DD  
  • Route: 1 A B F H
  • Can consider using 1 ASW LBAS to B to increase the passing rate.
    • Only 1 LBAS is needed for H
  • LBAS Range = 7 to boss AP/AS = 234/516

Phase 1.5 - Unlock the Boss Node

L M
Hard S x2 AS x2
Medium A+ x2 AS x2
Easy ? ?
Casual ? ?

  • Refer to #Phase 2 - Boss's fleet for composition.
  • Route: 2 I J K L
    • ASW power is required.

AS
Hard 336
Medium 219
Easy 150
Casual 99

Phase 2 - Boss

  • STF:   
    • Main: 3(F)BB(V), 1CV(B), 1CAV/CL/AV, 1CL
    • Escort: 1CA(V)/AV/LHA, 1CL, 0-1CLT, 4-5DD
  • Route: 2 I J K M O Q
    • The use of a Special Attack is recommended.
    • If no CL is used in the main fleet, will pass through an air node at P.

  • CTF:   
    • Main: 2(F)BB(V) 2CV(B), 1CVL/CA(V)/AV/DD, 1CL
    • Escort: 0-1CA(V), 1CL, 0-1CLT, 3-4DD
  • Route: 2 I J K M O Q
    • The use of a Special Attack is recommended.
    • If no CL is used in the main fleet, will pass through an air raid at P.

  • CTF: FAST   
    • Main: 4CV(B), 1CAV, 1CL
    • Escort: 1CA(V), 1CL, 0-1CLT, 3-4DD
  • Route: 2 I J K M O P Q
    • If Slow or <5 CL+DD, will pass through extra battles at J1 J2

Phase 2.5 - Unlock the Boss Node

V
Hard Reach
Medium Reach
Easy Reach
Casual Reach

Node V:

  • TCF:  
    • Main: 1AV/CAV/CL, 0-1 CL, 4DD
    • Escort: 1CA(V)/CL/CLT, 1CL, 2-4DD
  • Route: 3 R T U V
    • It is possible to only use 8 ships
    • Here, the additional DD that will be locked should be Landing Equipment capable so as to reuse them on E-7 Phase 4

  • TCF:  
    • Main: 4DD/DE
    • Escort: 1CL, 3DD/DE
  • Route: 3 R T U V
    • This is the lightest possible fleet and should utilize Lv1/worthless ships that can be sacrificed,
    • It is recommended that 1 of these ships be intended for #Phase 3 - Boss, to guarantee the   lock.

  • Refer to #Phase 3 - Boss's fleet for composition.
  • Route: 3 R T U V
  • Route: 3 R S T U V
Using a CTF is possible but:
  • There is a max of 2CV(B), any more will begin at start point 2 and receive that lock
  • To prevent accidentally applying the wrong tag, it is recommended to pre-tag some ships on the   lock, using the previously mentioned methods.
  • Fleet sample: 2(F)BB(V), 2CV(B), 2LHA/AV + 1AR/AO/Akitsushima, 1LHA/AV, 1CA/CLT, 1CL, 2DD
    • AR/AO/AV must be Kai or better remodel.

Phase 3 - Boss

  • CTF:  
    • Main: 2(F)BB(V), 2CV(B), 1AV/LHA, 1LHA
    • Escort: 1CL, 0-1CLT/1CA(V), 2-3DD, 2AV/AO/LHA
  • Route: 3 R S T U V Z
  • This is the most recommended fleet

  • CTF:  
    • Main: 2(F)BB(V), 2CV(B), 1CAV, 1CL
    • Escort: 1CA(V), 1CL, 1CLT, 3DD
  • Route: 3 R S T U X Z

  • CTF: FAST  
    • Main: 1FBB, 2CV(B), 1DD, 2AV
    • Escort: 1CL, 3DD, 1AO, 1AV
  • Route: 3 R T U V Z

  • CTF: FAST  
    • Main: 2(F)BB(V), 2CV(B), 1CAV, 1CL
    • Escort: 1CL, 3DD, 1AO, 1AV
  • Route: 3 R T U X V Z

  • LBAS range: 3
  • The use of a Special Attack is highly advised.
  • It is possible to force the U V routing by using 4 "Aux" (AS/AV/AO/LHA/AR) at Kai+, with at least any 1 of Akitsushima Kai/AR/AO amongst them.
  • V is an Emergency Anchorage Repair node.
  • PT boats are present on the boss node, and require specific set-ups to be defeated:
Anti-PT boat
Unlike most standard Abyssals, "PT boats" (PT Imp Pack  & Schnellboot Imp Pack ) are "very small and fast".
  • All ship types suffer a severe   accuracy and   firepower penalty against PT boats.
  • Attacking them with larger guns is not very effective, smaller guns being recommended instead.
  • Support Expeditions are not affect by any of the following[1].
Attack formula against PT boats
The Attack formula against PT boats:[2][3]
Jet Assault & Airstrike
  • [math]\displaystyle{ \text{Damage}_\text{PT}= \text{Atk}_\text{post-cap} \times \text{Rand} [0.5 ; 0.8] }[/math]


LBAS[4]
  • [math]\displaystyle{ \text{Damage}_\text{PT}= \text{Atk}_\text{post-cap} \times \text{Rand} [0.4 ; 0.7] }[/math]


Shelling
  • [math]\displaystyle{ \text{Damage}_\text{PT}= ( 0.3 \times \text{Atk}_\text{post-cap} + \sqrt{\text{Atk}_\text{post-cap}} + 10 ) \times \prod^{All Equipment}{\text{Mod}_\text{EquipmentAtk}} }[/math]


Opening & Closing Torpedo Salvos
  • [math]\displaystyle{ \text{Damage}_\text{PT}= 0.3 \times \text{Atk}_\text{post-cap} + \sqrt{\text{Atk}_\text{post-cap}} + 10 }[/math]


Night Battle
  • Night Battle data are unclear yet.


With
  • [math]\displaystyle{ \text{Atk}_\text{post-cap} }[/math] the post cap attack power defined here,
  • [math]\displaystyle{ \text{Mod}_\text{EquipmentAtk} }[/math] the bonuses given by equipment, described below.
Accuracy formula against PT boats
The Accuracy formula against PT boats:[5][6][7][8]
[math]\displaystyle{ \text{Hit Rate}_\text{vs.PT} \text{%} = \Big\lfloor ( 0.3 \times \text{Accuracy}_\text{Atk} + \sqrt{\text{Accuracy}_\text{Atk}} + 15 ) \times 1.2 \times \text{Mod}_\text{Ship} \times \Big( \prod^{All Equipment}{\text{Mod}_\text{EquipmentAcc}} \Big) \times \text{Mod}_\text{Night} \Big\rfloor - \text{EVA}_\text{PT} + 1 }[/math]
With
  • [math]\displaystyle{ \text{Acc}_\text{Atk} }[/math] the standard accuracy described here
    • PT boats are "DDs" in the game, so the [math]\displaystyle{ \text{Mod}_\text{formation} }[/math] for vanguard is 1.1 during shelling, and 1.2 during the torpedo phase.
    • Historical accuracy bonuses during Events are included in the Standard Accuracy Term, i.e. it is affected by the [math]\displaystyle{ \text{Mod}_\text{PT} }[/math] modifier.
  • [math]\displaystyle{ \text{EVA}_\text{PT} }[/math] the PT estimated evasion   described bellow,
PT boats stats
Type Luck   Eva   [math]\displaystyle{ \text{EVA}_\text{PT} }[/math]
Line Ahead  Echelon  Line Abreast 
PT Imp Pack  ? ? 81? 87? ?
PT Imp Pack II  60 220 80 87 85
PT Imp Pack III  60 250 82 89 88
PT Imp Pack IV  ? ? ? 84? ?
Schnellboot Imp Pack  ? ? ? ? ?
Schnellboot Imp Pack II  ? ? ? ? ?
Schnellboot Imp Pack Elite  ? ? ? ? ?


The main Accuracy modifiers are
  • [math]\displaystyle{ \text{Mod}_\text{Amagiri} }[/math] being include in [math]\displaystyle{ \text{Acc}_\text{Atk} }[/math]:
  • [math]\displaystyle{ \text{Mod}_\text{Ship} }[/math] the bonus given by ship types, described below,
  • [math]\displaystyle{ \text{Mod}_\text{EquipmentAcc} }[/math] the bonuses given by equipment, described below,
  • [math]\displaystyle{ \text{Mod}_\text{Night} }[/math] being 0.7 during night battle, 1 during day battle.


Amagiri Kai Ni/D 
 
has the ability to prioritize focusing on attacking PT imps with significantly increased accuracy if any are present.

  • DD placed in the composition slots above and below her will gain a noticeable accuracy boost and will prioritize attacking PT boats if any are present.
  • The PT boat targeting rate is 100% for all affected ships [9].

During Events, some special bonuses may be added, with "historical" ships and equipment gaining some accuracy bonuses[10].

Ship Type [math]\displaystyle{ \text{Mod}_\text{Ship} }[/math]
DD & DE 1.0
CL, CLT, & CT 0.82
All other types 0.7
Equipment [math]\displaystyle{ \text{Mod}_\text{EquipmentAcc} }[/math] [math]\displaystyle{ \text{Mod}_\text{EquipmentAtk} }[/math]
1st equipped 2nd equipped 1st equipped 2nd equipped
  Small Small Caliber Main Guns[11] 1.3 1.15 1.5 2.11.5×1.4
  Sec Secondary Guns[12] 1.55 1 1.3
  Anti-Aircraft Guns 1.45 1.35 1.2 1.441.2×1.2
  Skilled Lookouts 
 
1.75 1 1.1
 Armed Soukoutei (Armored Boat Class)  1.45 1.3 1.2 1.1
Armed Daihatsu  1.45 1.3 1.2 1.1
  Ka-Tsu Tanks 
 
[13][14]
1 1.3 1 1.1
 Bomber  Seaplane Bombers & Seaplane Fighters 1.5 1 1.2
    Dive Bombers & Jets 
 
1.375 1.2 1.4 1.821.4×1.3
All other equipment 1 1
Notes
  • It is recommended to use anti-PT setups on DDs only, such setups compromising overall combat effectiveness.
  • Having a Reinforcement Expansion is important because it can save a ship slot by containing a machine gun or skilled lookouts.
  • Combining equipment is recommended to see significant boosts to accuracy.
  • The   Ka-Tsu Tanks 
     
    bonus does not stack with the   Armed Boats 
     
    ones.
  • Using other setups improving accuracy is also advisable:
References:
[edit]
  • Using a   Smoke on node S can help in surviving it.

Phase 3.5 - Debuff

Once LD has been reached, the following steps have to be performed to debuff the boss

H C2 Q W P LBAS
Hard A+ A+ A+ A+ x2 AS AS x3
Medium A+ - A+ A+ x2 AS AS x2
Easy ? - ? ? ? ?
Casual ? - ? ? ? ?

  • STF/CTF: Refer to #Phase 2 - Boss's fleet for composition
  • STF Route: 2 I J K L J1 W
  • CTF Route: 2 I J K L J2 W
    • Fleets must pass through K before they can route to W

  • Refer to #Phase 2 - Boss's fleet for composition and routing.
  • The fleet must be a Slow CTF/STF and contain a max of 1CL
    • Alternatively, a fleet that contains at least 4(F)BB(V) or 3CV(B) can reach P but may encounter extra battles
AS
Hard 240
Medium 219
Easy 150
Casual ?

AS
Hard 336
Medium 219
Easy 150
Casual 99

Once Debuff is complete the CG will change to the following:

Abyssal Stranded Landing Princess
Fortified Pillbox Princess

Tachyoon's additions for normal mode to Jiga's Guide

Map overview

  • Final Boss of E-5 did let you use LBAS planes with range lower 5, so:
  • In order to be able to start a sortie to the map in phase 0.5 your attacking LBAS need to have a minimum range of 5
  • If you have no LBAS plane with range of 5 or higher you can set the LBAS to non-attacking modes like 'air defence' or 'rest'

Phase 0.5 - Unlock the Boss Node

B C2
Hard S x2
A+ x3
A+ x3
Medium S? x2 A+ x2
Easy ? ?
Casual ? ?

Phase 2 - Boss

  • STF seems the better choice over CTF: CTF has one more pre-boss Node and the escort fleet can easily be damaged since it will be the first to enter the battle in pre-boss nodes. Also STF enables special attacks which are also recommended.
  • Special gear should be landing tanks combined with guns - but Boss in Normal Mode already takes considerably enough damage from BBs with Type 1 AP-Shell and/or historical ships.

Phase 3 - Boss

  • For Normal Mode:
  • Light Auxilary fleet seems fine to chip the boss down with moderate use of ressources.
  • But for last dance, a more heavy fleet should be used, since the boss gains a lot of companions with high deff and high dmg output.

YY's Guide